Match Play - Map: pl_upward - Use server cfg: ugc_HL_stopwatch.cfg - Match Play: Attack/Defend maps (aka Stopwatch maps) are played in 2 or 3 separate match-rounds. Both teams take turns attacking and defending in each map round. The scoring mechanism is based on time (aka stopwatch). Each match-round is won by whichever team can capture the points READ MORE
Due to a major holiday celebrated in the United States, Monday, November 25th will be a BYE for all Highlander players. While you're waiting for December 2nd to come around or you're stuffing your face with food, feel free to check the READ MORE
Match Play - Map: koth_pro_viaduct_rc4 - Use server cfg: "ugc_HL_koth.cfg" - Match Play: The winning team is the first to reach 4totalcapture points. The match is played in two match-rounds. The first round plays until a team reaches 3 capture points. The second round is played until a team reaches 4total READ MORE
Map & Matchplay: Welcome to our Post Season Playoff Week 1 In our UGC Autumn TF2 Seasons, only the very top teams in each skill division make it to post season playoff elimination brackets. Congratulations to the teams that make it to the final seeds. Our Playoff Brackets will be complete on Thursday, Nov 7 and details will be posted to our forums. READ MORE
Match Play - Map: pl_badwater - Use server cfg: ugc_HL_stopwatch.cfg - Match Play: Attack/Defend maps (aka Stopwatch maps) are played in 2 or 3 separate match-rounds. Both teams take turns attacking and defending in each map round. The scoring mechanism is based on time (aka stopwatch). Each match-round is won by whichever team can capture the point READ MORE
Match Play - Map: koth_ashville_rc1 - Use server cfg: "ugc_HL_koth.cfg" - Match Play: The winning team is the first to reach 4 total capture points. The match is played in two match-rounds. The first round plays until a team reaches 3 capture points. The second match-round is played until a team reaches 4 total cap po READ MORE
News: -The whitelist has been updated for the most current items. Please visit our Downloads page to get the most recent copy. Map & Matchplay: READ MORE
Match Play - Map: pl_swiftwater_ugc - Use server cfg: ugc_HL_stopwatch.cfg - Match Play: Attack/Defend maps (aka Stopwatch maps) are played in 2 or 3 separate match-rounds. Both teams take turns attacking and defending in each map round. The scoring mechanism is based on time (aka stopwatch). Each match-round is won by whichever team can capture the READ MORE
Match Play - Map: koth_lakeside_final - Use server cfg: "ugc_HL_koth.cfg" - Match Play: The winning team is the first to reach 4 total capture points. The match is played in two match-rounds. The first round plays until a team reaches 3 capture points. The second round is played until a team reaches 4 total c READ MORE
There is a known bug on pl_barnblitz_pro4 in which the Blue Team can cause the Red Team's lower spawn door to open on the last CP. This is considered a map exploit and the Blue Team is NOT allowed to use this to their advantage under any circumstances. If your opponent uses this exploit please tell them to stop immediately. If they do not, then please submit a match READ MORE
Match Play - Map: pl_barnblitz_pro4 - Use server cfg: ugc_HL_stopwatch.cfg - Match Play: Attack/Defend maps (aka Stopwatch maps) are played in 2 or 3 separate match-rounds. Both teams take turns attacking and defending in each map round. The scoring mechanism is based on time (aka stopwatch). Each match-round is won by whichever team can capture the READ MORE
Match Play - Map: cp_gravelpit - Use server cfg: ugc_HL_stopwatch.cfg - Match Play: Attack/Defend maps (aka Stopwatch maps) are played in 2 or 3 separate match-rounds. Both teams take turns attacking and defending in each map round. The scoring mechanism is based on time (aka stopwatch). Each match-round is won by whichever team can capture the poin READ MORE
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